From
the dwarven codex "Conquer the Mountain" by Goralken'dekr, a dwarven member
within the Council of Nine.
Life in the Mountains,
literally:
Garr is the Kingdom
of the dwarves, the delfae, and a thunderous amount of danger ready to
make ones skull into a trophy. No, I'm not just talking about the Helgs,
although in their case, the skull reference may be taken literally. What
I'm trying to emphasize is the fact that Garr, in all its wondrous majesty,
is a dangerous place for saps and weaklings. Bottom line: If you're a sniveling,
lily livered, don't know the business end of an axe sort of coward, don't
bother coming. Find a nice little rock to crawl under and stay put. However,
for those who were born with a backbone, we welcome you to our Kingdom.
Okay, maybe not if you're a goblin......okay, even if you're a goblin,
but we'll be watching you. At least you guys don't sing sappy love songs
about trees and birds and things like the elves. No offense.
Government:
Our government is
a monarchy, although this wasn't always so. Our current King is Dirgot,
a right smart businessman by all accounts. Under him is the High Council
of Nine, of which I am most proudly a member. Together, we keep the profit
marks in our favor and work to keep the riff raff beyond our borders.....or
bring them in if they'd make good sport in the Arena. Business is business.
Current trade
& political status
with other Kingdoms/Cities:
-
The tree loving elves,
besides their sickening love songs, don't bother us.
-
The humans are good
for business.
-
We don't know much about
the misharr. We know they have fur, claws, and that's about it.
-
Goblins are sneaky little
bastards, and NOT to be trusted. They don't come around here very
often. It's probably the long climb and the freezing temperatures.
-
We don't know much about
the lizard-folk. Are they green?
-
Delfae? They helped
us during the time of the Scourge, so we like them as long as they don't
do any of that fancy magic stuff or light upon the web mumbo jumbo in our
faces.
Major Imports and
Exports:
-
Imports -- Well, if
you have some quality textiles we'll put them to good use.
-
Exports -- Raw ore,
worked metals, gemstones, and the best ale in all the lands.
-
Oh sure, you could say
that there are some decent brews in Korresh, but you wouldn't be
a dwarf if'en you did.
HONOR:
Dwarves can get
a bit touchy in regards to matters of honor. Don't offend a dwarf.
Don't be spouting out a dwarf's name like it was nothing, don't badmouth
our hero's, and by the Trioch's beard, don't call one a son of a Helg.
We'll call you brother if you deserve it, lowlander if you don't, or greenskin
if you're a goblin. No offense. In addition, don't flash about your weapons
if you aren't fully prepared to use them. We take such things very seriously.
MAGIC:
Magic? Magic can
be useful in creating strong weapons and elixirs, but we don't have much
use for the rest of it. Public use of magic is frowned upon in most of
the Kingdom and can land you in a nice little dungeon, ravenous rats free
of charge. If you really want to delve into the arcane arts, you'd
be better off talking to the delfae.
Some words from
the delfae: From the delfae text "Light in the Depths of Korgarr" by Lelles'ynn
Wy'anel, an Elder in the Hall of Ahnn, Dur-brek.
We are the delfae,
the wanderers, the seekers, the walkers upon that which is the Web. The
reason we left our homeland to help the dwarves in the age of Darkness
is ours to know. It was a difficult decision our ancestors made, and now
we, the children born after the Scourge, live in a land that is not quite
our own. We make our homes in the District of Dur-brek, building upon the
knowledge that our ancestors left us, and hoping that our sacrifices will
bear fruit. Someday, if all goes well, our children or children's children
will look upon the majesty of our ancient homeland as we have not.
-Goralken'dekr